Challenge Submission The Sun and Moon Magic

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Challenge Submission The Sun and Moon Magic

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Goddesses of the Sun and Moon

Long ago when the world was new. It was the time of the beginning of humankind. Chaos struck the land as humankind was unable to provide for themselves. Starvation, sickness and disease brought death upon many. Animals were hunted to near extinction as some had already perished due to humankind's need for nourishment. The chaos later worsened because humankind turned against themselves to survive. They would lie, cheat and steal in order to acquire food. Many died trying to protect themselves and the world became a dark place. Indeed, the world had entered the darkest period in its history and was commonly known as 'The Dark Time.'

Feeling the disarray from humankind, two sisters came to Earth from the above to aid humankind in survival. Ferara, the goddess of the Sun and Talrare, the goddess of the moon. The sisters were powerful creatures. Alas, their magic abilities lacked a focal point. The focal point that is the world and the life on it. These sisters imbued humankind with the ability to harness their magic field and use that power to their advantage.

Ferara, being the sun goddess, imbued half of humankind with the magic of the sun while Talrare imbued the other half with the magic of the moon. The sisters lived in the above on opposite sides of the world so they might restore balance to humankind and all plants and creatures that dwell. The sisters circled the globe to provide equal light and darkness upon the land.

When Ferara imbued humankind with the magic of the sun, she gave them the ability to to provide warmth and light for themselves, plants and animals. In turn, they had the power to aid in growing vegetation to replenish that which was loss in the dark times. They were able to enrich the soil to plant crops, provide light to give direction for the crops to grow towards and warmth so that the crops could flourish. They also had the ability to manipulate the sky to cause water to fall; watering the crops and to restore the natural flow of rivers, lakes and oceans that were almost bone dry.

When Talrare imbued humankind with the magic of the moon, she gave them the ability to provide rest and tranquility to all things on Earth. The darkness she cast allowed the soil to retain the water accumulated from the sky, brought the plants peace to absorb what they needed, and rest to humankind and animals so they can stay strong and efficient. In turn, the moon manipulated the oceans causing the wind to blow upon the land. This spread the seeds needed to repopulate the vegetation. The darkness and coolness brought on by her powers allowed the water in the world to remain full. Humankind had just entered was is known as 'The Time of Enlightenment.'

Although this brought balance to humankind and nature, it didn't come without some repercussion. Once humankind was thrown into chaos, it began a cascading effect that was almost as devastating as the dark time. The Time of Enlightenment took a turn for the worst.

Sun and Moon Wars

Humankind became greedy due to their need for survival. Before the goddesses came from above, humankind raged against each other; a battle for survival at the cost of many lives. Unlawful killings commenced; their food taken and their belongings pillaged. This was no different in the time of enlightenment. Once magic users realized that they could harness their magic for evil as well as good, they started fighting for dominance. It was no longer about the struggle for survival but the acquisition of wealth and authority.

This angered the sisters. This is not what they wanted or expected. The sisters decided to limit the use of magic that humankind once had full control of. Also, the sisters put a calling into effect so that the sun and moon magic users would be randomized at specific ages based on the user themselves. The sisters became tired and decided to use their last remaining powers to bring natural balance to the globe. Ferara cast her remaining breath upon the world so that it would circle the sun. Talrare cast her final breath upon the world to cause the world to spin; while circling the sun. Now, the world would have equal light and dark. The sisters faded into oblivion; having given all that they could to bring the world to order. It was now up to humankind to use their magic however they see fit and hoped it was only for good.

However, this was not so as humankind remained greedy. The determent of gaining and using the magic only slowed down the users ability to harness their natural use of magic. The users gained more and more knowledge on how to manipulate their abilities and how to apply them for offense and defense. Once again, chaos plagued the land and fighting continued among humankind. Only this time, their powers were focused at whoever stood in their way.

The Calling

Magic users can determine their calling when the sun or moon reaches the local celestial meridian; the highest point in the sky from where the user is standing. Once the sun or moon hits the celestial meridian in conjunction to where they are standing, the user will feel a pulsating rush of energy through their body. If they do not feel this sensation during the day; they are not a Fera user but instead a Tal magic user. If they do not feel this sensation during the night, they are Fera users. Often times the Fera magic users will feel their best during the daytime and Tal users at night. As the sun or moon begins to rest behind the horizon, the Fera or Tal users will feel tired.
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The Fera Magic Cycle

Fera magic is gathered by the cycles of the sun. When the sun rises over the horizon and is cast upon the user, the Fera magic users will feel the natural charge of their magic abilities. They do not have to be in direct sunlight as the presence of the sun creates light. Overcast and heavy storms such as thunderstorms and snow do not affect the users abilities to charge from the sun. Once the sun sets behind the horizon, the users will feel the Fera magic dissipate and they can no longer use their magic abilities unless they have created a Sun Amulet and applied a charge to it.
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However, the solar eclipse phenomenon causes the Fera magic users to lose all their magic abilities; even with a charged amulet. Their powers are nullified and the user must rest to regain their strength to continue using Fera magic. Typically the Fera magic users will go into hiding and hibernate for several days; from the beginning of the eclipse until well after. Failure to rest during the eclipse will result in the user forever being sterile in their abilities.
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The Fera Magic Sun Amulet

The sun amulet can only be used once it initially has a full charge. It can be charged only when in direct contact with sunlight. The amulet charge time is ten percent of the total time the sun is in the sky. The sun is in the sky for twelve hours. Since there are sixty minutes in one hour. The sun is visible a total of seven hundred and twenty minutes. Ten percent of seven hundred and twenty is seventy two minutes. So one hour and twelve minutes it takes to charge the amulet to full power. It is common for users to imbue items other than an amulet with Fera Magic. The amount of time the amulet can hold a charge depends on the amount of magic the caster uses. Once the sun amulet loses its charge, the caster can forfeit life energy to cast magic. This will age the caster; depending on the magic used.

Beginner casters must use the sunlight to use their magic until they reach the advanced status. Once they have reached advanced status, casters must create and imbue an amulet with the Fera magic for them to use when the sun is not above them in the sky. Amulet creation can consist of any material but must always include a yellow topaz. The yellow topaz acts like a collector and will focus the Fera Magic that is gathered from the sunlight to the user. The charge of the amulet is determined by the glow of the gem. The glow will slowly fade as it loses its charge. No glow will remain once the charge has been depleted. Once the charge is depleted, the gem will not glow until it has fully charged.
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The Fera Magic Classes

Fera Farmer - has the power to enrich soil. Water crops by providing rain. Ensure quality and quantity of crop and vegetation.

Fera Fighter - Uses the Fera magic to defend themselves or attack. The list of the spells to be learned are in order from new user to expert level as well as the amount of magic being used to cast.

FERA FIGHTER OFFENSIVE:

Knockback - able to push their enemies away.
Knockback II - able to push their enemies away with greater force and distance.
Fire Caster - able to cast one directional flame to harm enemies.
Outward Flame - able to cast flame in all directions around the caster.
Crater - In addition to Outward Flame, the damage is more severe and causes land damage.
Combustion - creates an explosion around the caster; affecting all enemies nearby leaving the caster unharmed.

FERA FIGHTER DEFENSIVE:

Smoke - fills the combat area with smoke to choke the enemy.
Flame Shield - surrounds the caster to protect himself from melee attack.
Mirage - disorients enemies to give unreliable attacks.
Fire Spread - creates a fire barrier to prevent enemies from coming close to caster.
Intense Heat - able to set enemies ablaze as a distraction.
Spontaneous Combustion - causes enemies to explode.

Fera Mage - has the power to imbue items so assist Fera magic users increase their items usefulness. For example, if a Mage imbues a shovel with Fera Magic, a Fera Farmer can dig dirt faster and easier than without the enchanted shovel.

The Tal Magic Cycle

Tal magic is gathered by the cycles of the moon. Although, quite different from the sun cycle, the basics are the same. Tal magic users will feel the effects from the moon once the moon rises over the horizon to cast its light upon them. The Tal magic user does not have to be in direct moonlight to harness the magic, however the Lunar Amulet must be in direct moonlight in order to charge. The lunar cycle differs from the suns in such a way that the moon, unlike the sun, is divided up into eight cycles. When the moon is full, the Tal magic user is at their peak. This is the time the Tal magic user must learn and practice new spells in order to retain the knowledge. They can cast magic at will without loss of energy until the moon rests behind the horizon. Once the moon rests, the user will have to rely on the Lunar Amulet to harness the magic to use during the day. When the cycle nears the new moon, the Tal magic user starts to tire out. Once the new moon arrives, the user must rest and refrain from using any magic. If a Tal magic user uses magic during the new moon phase, they will become sterile and unable to use magic again. This also includes the use of the Lunar Amulet as well.
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The Tal Magic Lunar Amulet

The lunar amulet can only be used once it initially has a full charge. Once it has a charge, the caster can use the amulet at will until the amulet loses charge. Like the sun amulet, the lunar amulet must be in direct moonlight for ten percent of the total time the moon is in the sky. The moon is in the sky for a total of twelve hours and can often share the sky with the sun. The lunar amulet needs one hour and twelve minutes of direct moonlight to charge. The amount of time the amulet can hold a charge depends on what magic is used from the caster. Once the amulet runs out of charge the caster can forfeit life energy in place to cast magic. This will age the caster depending on the amount of magic used.

Beginner casters must depend on the moon until they reach the advanced status. Once the advance status has been reached they must create and imbue a lunar amulet to harness the Tal magic and focus it onto the user when the moon is not above them in the sky. Amulet construction can consist of any material but lapis lazuli must always be used. Lapis lazuli is used as a collector to gather the Tal Magic from the moonlight and focus it to the user. The charge of the amulet is determined by the glow of the lapis lazuli stone. The glow will fade as the stone amulet loses its charge. Once the charge is depleted, the stone will cease to glow until another charge is applied.
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The Tal Magic Classes

Tal Healer - has the power to heal, provide rejuvenation of the land, body and mind. Brings rest and peace upon the land during night. Ensures quality and stability of water. Purifies air.

Tal Fighter - Uses the Tal magic to defend themselves or attack. The list of the spells to be learned are in order from new user to expert level as well as the amount of magic being used to cast.


TAL FIGHTER OFFENSIVE

Blindness - Causes enemies to become blind for a short time.
Wind Rush - blows the enemy to the ground.
Quake - uses gravity to give enemies a hard fall to the ground.
Bone Chill - gives a painful cold rush through the bones of enemies; slowing them down.
Instant Frost - deals severe cold damage to enemies nearby.
Crushing Blow - freezes enemies and shatters them like glass.

TAL FIGHTER DEFENSIVE

Confusion - disorients enemies and prevents them from attacking.
Deflecting Shield - forms a shield around the caster to prevent damage.
Partial Invisibility - causes caster to blend in with the surroundings.
Shadow Caster - causes enemies to see multiple images of the caster.
Full Invisibility - causes the caster to not be seen at all.
Absolute Zero - causes enemies to freeze indefinently.

Tal Mage - has the power to imbue items to assist Tal magic users increase their items usefulness. For example, if a healer needs a potion for healing purposes, the mage can imbue the potion to be more effective.

The Magic User

Both Fera and Tal magic users have the magic imbued within their being. Whether they decide to accept the calling or not, they have the magic. Those who decide not to use the magic are still imbued but have no ability to focus their powers and control the magic. This causes them to be inert. Those who accept the calling must undergo personal training from continuous practice in order to achieve the ability to focus and control the usage of the magic.


The level of magic a user gains is based on cycles of the sun and their personal age. A young adult is far less powerful than an elder; because an elder has absorbed many cycles of the sun and continued to practice focus and control. The more a magic user has been exposed to the sun or moon, the more powerful their abilities. An elder can be less powerful than a young adult if they do not practice focus and control and will be considered a novice; although they have great magic absorption. Both Fera and Tal magic users will be able to understand what their abilities are and how far they can go; at their current level. Each complete rotation of the world around the sun will advance the magic user by one level. They must use that time wisely to become powerful.

Magic Skill Development

FERA MAGIC LEARNING SKILLS:

PRE-ADULT -

Learning Skills:

Ability to learn how to focus and control their magic.
Practice using their magic use.
Gaining levels and exposure from the sun.

YOUNG ADULT:

Learning Skills:
Continue to learn how to control their magic use properly.
Gain levels and exposure from the sun.

ADULT:

Learn how to manipulate the world around them using magic.
Learn how to cast spells efficiently.
Learn how to combine spells.
Learn how to create a sun amulet.

ELDER:

A continuation of all the above.

Magic Drain

To determine how much magic is used when casting magic depends on the level and age of the caster. For example, a young adult Fera Fighter cannot cast Spontaneous Combustion at their level because they lack the practice and sun absorption needed to successfully use that spell. However, an elder can; providing he spent their life practicing and absorbing the sun as they should. Also, to a well practiced elder, he can cast smoke more times with less drain than a young adult can at the current level. Fera Farmers and Fera Mages can use their magic at will; with the only drawback that their effectiveness of magic casting depends upon age and level. The amount of drain all depends on the magic user and how much of their life they dedicated to practice, focus and control of their magic abilities.
 
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